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LightManager

docs/android/dokka/filament-android/com.google.android.filament/-light-manager/index.md

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//filament-android/com.google.android.filament/LightManager

LightManager

[main]
open class LightManager

LightManager allows you to create a light source in the scene, such as a sun or street lights.

At least one light must be added to a scene in order to see anything (unless the UNLIT is used).

Creation and destruction

A Light component is created using the LightManager.Builder and destroyed by calling destroy.

kotlin
 Engine engine = Engine.create();
 int sun = EntityManager.get().create();

 LightManager.Builder(Type.SUN)
             .castShadows(true)
             .build(engine, sun);

 engine.getLightManager().destroy(sun);

Light types

Lights come in three flavors:

  • directional lights
  • point lights
  • spot lights

Directional lights

Directional lights have a direction, but don't have a position. All light rays are parallel and come from infinitely far away and from everywhere. Typically a directional light is used to simulate the sun.

Directional lights and spot lights are able to cast shadows.

To create a directional light use DIRECTIONAL or SUN, both are similar, but the later also draws a sun's disk in the sky and its reflection on glossy objects.

warning: Currently, only a single directional light is supported. If several directional lights are added to the scene, the dominant one will be used.

Point lights

Unlike directional lights, point lights have a position but emit light in all directions. The intensity of the light diminishes with the inverse square of the distance to the light. falloff controls the distance beyond which the light has no more influence.

A scene can have multiple point lights.

Spot lights

Spot lights are similar to point lights but the light they emit is limited to a cone defined by spotLightCone and the light's direction.

A spot light is therefore defined by a position, a direction and inner and outer cones. The spot light's influence is limited to inside the outer cone. The inner cone defines the light's falloff attenuation.

A physically correct spot light is a little difficult to use because changing the outer angle of the cone changes the illumination levels, as the same amount of light is spread over a changing volume. The coupling of illumination and the outer cone means that an artist cannot tweak the influence cone of a spot light without also changing the perceived illumination. It therefore makes sense to provide artists with a parameter to disable this coupling. This is the difference between FOCUSED_SPOT (physically correct) and SPOT (decoupled).

Performance considerations

Generally, adding lights to the scene hurts performance, however filament is designed to be able to handle hundreds of lights in a scene under certain conditions. Here are some tips to keep good performance.

  • Prefer spot lights to point lights and use the smallest outer cone angle possible.
  • Use the smallest possible falloff distance for point and spot lights. Performance is very sensitive to overlapping lights. The falloff distance essentially defines a sphere of influence for the light, so try to position point and spot lights such that they don't overlap too much.
  • On the other hand, a scene can contain hundreds of non overlapping lights without incurring a significant overhead.

Types

NameSummary
Builder[main]
open class Builder
Use Builder to construct a Light object instance
ShadowCascades[main]
open class ShadowCascades
ShadowOptions[main]
open class ShadowOptions
Control the quality / performance of the shadow map associated to this light
Type[main]
enum Type
Denotes the type of the light being created.

Properties

NameSummary
EFFICIENCY_FLUORESCENT[main]
val EFFICIENCY_FLUORESCENT: Float = 0.0878f
Typical efficiency of a fluorescent light bulb (8.
EFFICIENCY_HALOGEN[main]
val EFFICIENCY_HALOGEN: Float = 0.0707f
Typical efficiency of an halogen light bulb (7.
EFFICIENCY_INCANDESCENT[main]
val EFFICIENCY_INCANDESCENT: Float = 0.022f
Typical efficiency of an incandescent light bulb (2.
EFFICIENCY_LED[main]
val EFFICIENCY_LED: Float = 0.1171f
Typical efficiency of a LED light bulb (11.

Functions

NameSummary
destroy[main]
open fun destroy(entity: Int)
Destroys this component from the given entity
getColor[main]
open fun getColor(i: Int, out: Array<Float>): Array<Float>
Returns the light color
getComponentCount[main]
open fun getComponentCount(): Int
Returns the number of components in the LightManager, note that components are not guaranteed to be active.
getDirection[main]
open fun getDirection(i: Int, out: Array<Float>): Array<Float>
returns the light's direction in world space
getFalloff[main]
open fun getFalloff(i: Int): Float
returns the falloff distance of this light.
getInnerConeAngle[main]
open fun getInnerConeAngle(i: Int): Float
getInstance[main]
open fun getInstance(entity: Int): Int
Gets an Instance representing the Light component associated with the given Entity.
getIntensity[main]
open fun getIntensity(i: Int): Float
returns the light's luminous intensity in lumens.
getLightChannel[main]
open fun getLightChannel(i: Int, channel: Int): Boolean
Returns whether a light channel is enabled on a specified renderable.
getNativeObject[main]
open fun getNativeObject(): Long
getOuterConeAngle[main]
open fun getOuterConeAngle(i: Int): Float
getPosition[main]
open fun getPosition(i: Int, out: Array<Float>): Array<Float>
returns the light's position in world space
getSunAngularRadius[main]
open fun getSunAngularRadius(i: Int): Float
returns the angular radius if the sun in degrees.
getSunHaloFalloff[main]
open fun getSunHaloFalloff(i: Int): Float
returns the halo falloff of a Type.SUN light as a dimensionless value.
getSunHaloSize[main]
open fun getSunHaloSize(i: Int): Float
returns the halo size of a Type.SUN light as a multiplier of the sun angular radius.
getType[main]
open fun getType(i: Int): LightManager.Type
hasComponent[main]
open fun hasComponent(entity: Int): Boolean
Returns whether a particular Entity is associated with a component of this LightManager
isShadowCaster[main]
open fun isShadowCaster(i: Int): Boolean
returns whether this light casts shadows.
setColor[main]
open fun setColor(i: Int, linearR: Float, linearG: Float, linearB: Float)
Dynamically updates the light's hue as linear sRGB
setDirection[main]
open fun setDirection(i: Int, x: Float, y: Float, z: Float)
Dynamically updates the light's direction The light direction is specified in world space and should be a unit vector.
setFalloff[main]
open fun setFalloff(i: Int, falloff: Float)
Set the falloff distance for point lights and spot lights.
setIntensity[main]
open fun setIntensity(i: Int, intensity: Float)
open fun setIntensity(i: Int, watts: Float, efficiency: Float)
Dynamically updates the light's intensity.
setIntensityCandela[main]
open fun setIntensityCandela(i: Int, intensity: Float)
Dynamically updates the light's intensity in candela.
setLightChannel[main]
open fun setLightChannel(i: Int, channel: Int, enable: Boolean)
Enables or disables a light channel.
setPosition[main]
open fun setPosition(i: Int, x: Float, y: Float, z: Float)
Dynamically updates the light's position.
setShadowCaster[main]
open fun setShadowCaster(i: Int, shadowCaster: Boolean)
Whether this Light casts shadows (disabled by default) warning:POINT cannot cast shadows.
setSpotLightCone[main]
open fun setSpotLightCone(i: Int, inner: Float, outer: Float)
Dynamically updates a spot light's cone as angles
setSunAngularRadius[main]
open fun setSunAngularRadius(i: Int, angularRadius: Float)
Dynamically updates the angular radius of a Type.SUN light The Sun as seen from Earth has an angular size of 0.526° to 0.
setSunHaloFalloff[main]
open fun setSunHaloFalloff(i: Int, haloFalloff: Float)
Dynamically updates the halo falloff of a Type.SUN light.
setSunHaloSize[main]
open fun setSunHaloSize(i: Int, haloSize: Float)
Dynamically updates the halo radius of a Type.SUN light.